Academic literature on the topic 'Spelling game'

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Journal articles on the topic "Spelling game"

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Elimelech, Adi, and Dorit Aram. "Evaluating preschoolers’ references to characteristics of the Hebrew orthography via a computerized early spelling game." Written Language and Literacy 25, no. 2 (2022): 159–82. http://dx.doi.org/10.1075/wll.00065.ara.

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Abstract The current study evaluated how characteristics of Hebrew, a Semitic language with an abjad writing system, are manifested in Hebrew-speaking preschoolers’ play with a computerized spelling game adapted for Hebrew. The game words were of different lengths and structures so as to include the entire Hebrew alphabet and all the vowels (a, e, i, o, u) in all possible positions in the word (first, last, second). We analyzed the 18,720 spellings typed by 96 preschoolers aged 5;7 years (on average) who played the game during eight sessions (about 20 minutes per session) in one month. The stu
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Viador, Marialyn G., Christine C. Carel, Kerr B. Sabenorio, and Yuchil S. Agumbay. "IMPROVING SPELLING SKILL OF ELEMENTARY PUPILS THROUGH SPELLING GAME RELAY." Cognizance Journal of Multidisciplinary Studies 5, no. 2 (2025): 553–57. https://doi.org/10.47760/cognizance.2025.v05i02.038.

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Spelling skill is a critical skill to writing and reading skills which is a key aspect of literacy. In developing their spelling and vocabulary knowledge, learners should be taught with the strategies, rules, and concepts of spelling. Hence, this study aimed to investigate whether spelling game relay helps improve spelling skills in fifth-grade learners. The participants in this study were 30 pupils each group (control and experimental), who are officially enrolled in academic year 2023-2024 and were selected purposively. Instrument used to measure the spelling skills of the grade 5 pupils was
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Marialyn, G. Viador, C. Carel Christine, B. Sabenorio Kerr, and S. Agumbay Yuchil. "IMPROVING SPELLING SKILL OF ELEMENTARY PUPILS THROUGH SPELLING GAME RELAY." Cognizance Journal of Multidisciplinary Studies (CJMS) 5, no. 2 (2025): 553–57. https://doi.org/10.47760/cognizance.2025.v05i02.038.

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<strong>Spelling skill is a critical skill to writing and reading skills which is a key aspect of literacy. In developing their spelling and vocabulary knowledge, learners should be taught with the strategies, rules, and concepts of spelling. Hence, this study aimed to investigate whether spelling game relay helps improve spelling skills in fifth-grade learners. The participants in this study were 30 pupils each group (control and experimental), who are officially enrolled in academic year 2023-2024 and were selected purposively. Instrument used to measure the spelling skills of the grade 5 pu
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Al-Razgan, Muna. "Afaneen: The Design and Evaluation of an Interactive Mobile Game to Enhance Arabic Spelling." JUCS - Journal of Universal Computer Science 23, no. (12) (2017): 1172–99. https://doi.org/10.3217/jucs-023-12-1172.

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Spelling is an important skill for children learning to strengthen their knowledge of a language and enhance their reading and writing comprehension. However, many young Arabic learners nowadays lack spelling competency, which affects their overall learning process. Traditional spelling instruction, which is usually based on the rote memorization of words, has its drawbacks, and this might be one of the reasons for the incompetency. In addition, there is a paucity of technology-based aids for facilitating spelling skills tailored for the specific intricacies of the Arabic language. This paper
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Nurwidia, Nurwidia, Sultan Baa, and Asriati Asriati. "Enriching Students’ Vocabulary Mastery Through English Spelling Bee Game." PERFORMANCE: JOURNAL OF ENGLISH EDUCATION AND LITERATURE 3, no. 2 (2024): 157. http://dx.doi.org/10.26858/performance.v3i2.61950.

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This study was conducted to investigate the enrichment of students' vocabulary proficiency through using the Spelling Bee game. The researcher employed a pre-experimental approach with a one-group pre-test and post-test design, collecting data through the administration of a test. The sample population for this research comprised 20 eighth-grade students, selected using the cluster random sampling technique. The finding of this research showed that the eighth grade students of SMP DDI Mattoanging have poor enough score in pre-test. After conducting the treatment of Spelling Bee Game, the stude
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Mayasari, Wan Julia. "THE USE OF SPELLING BEE GAME TO INCREASE THE STUDENTS’ VOCABULARY MASTERY OF THE SEVENTH GRADE AT SMPN I BANTAN." INOVISH JOURNAL 3, no. 2 (2018): 129. http://dx.doi.org/10.35314/inovish.v3i2.828.

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The aim of the study was to find out the effect of using Spelling Bee game on students’ vocabulary mastery before and after being taught by using this game. Simple random sampling was used to determine the sample where 20 students in controlled class and 20 students in experimental class. There were three formulations of the problem: a) How is the students’ vocabulary mastery before being taught by using spelling bee game. b) How is the students’ vocabulary mastery after being taught by using spelling bee game. c) Is there any significant effect by using spelling bee game on students’ vocabula
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G., Latha Suhasini, and Diksha Dhar Dr. "WEB 2.0 TOOLS: USE OF KAHOOT TO REDUCE THE SPELLING MISTAKES AMONG B.TECH LEARNERS OF COMMUNICATIVE ENGLISH." International Journal of Interdisciplinary Research in Arts and Humanities (IJIRAH) 5, no. 2 (2020): 12–14. https://doi.org/10.5281/zenodo.4075378.

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B.Tech learners of Communicative Englishare inclined towards technology and hardly focus on spellings in their writing. Today, students are called as netizens or net generations (Educause.edu, 2016) due to their over usage of web tools. My paper exploresstrategies to reduce spelling mistakes in B.Tech learners of Communicative English by introducing games using Kahoot, in the class. In the empirical design approach, the questions framed by the teacher would help the learner identify the correct spelling through game based learning. Though the learners face technical challenges, learning throug
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Zuhriyah, Mukminatus, and Lailatur Rohmah. "Spelling Bee Game Effect to Teach Vocabulary." International Journal of English Education and Linguistics (IJoEEL) 4, no. 2 (2022): 22–30. http://dx.doi.org/10.33650/ijoeel.v4i2.4633.

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This study aimed to test student vocabulary skills front and back class using the Spelling Bee game. A pre-experimental design was used. This research was conducted at Salafiyah Safi'iyah Seblak Diwek Jombang, MT. The sample for this study was class VII D students of MT Salafiya Safiya Sebrak Diwek Jomban for the 2021-2022 academic year. Researchers analyzed data using t-tests with SPSS V.25. After collecting the data, the researchers received results before and after the test, with a average pretest score of 65.68 for her and a mean post-test score of 77.05. The researchers then analyzed the
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Salipadang, Esteria, Paula Hampp, and Fivy A. Andries. "IMPROVING STUDENTS’ VOCABULARY THROUGH SPELLING BEE GAME." SoCul: International Journal of Research in Social Cultural Issues 1, no. 5 (2023): 309–14. http://dx.doi.org/10.53682/soculijrccsscli.v1i5.3890.

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This study looked into whether or not using a spelling bee game may help pupils enhance their vocabulary mastery. The goal of this study is to see if students' vocabulary improved after playing the Spelling Bee Game. The quantitative method is used to conduct this study. This study uses a pre-experimental design with a single group pre test and post test. The subject of this research is first grade of SMP Anugrah Tondano consists of 10 students. The tests are in the forms of arrange random words, multiple choice and connecting pairs. The results of this study reveal that the mean post-test sco
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Ghada, Alsebayel. "ROBOT BASED INTERACTIVE GAME FOR TEACHING ARABIC SPELLING." International Journal of Artificial Intelligence & Applications (IJAIA) 10, no. 6 (2019): 15–32. https://doi.org/10.5281/zenodo.3584350.

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Game based learning is becoming a widespread technique used to enhance motivation, involvement and educational experience of learners. Games have the potential to support educational curricula when designed effectively. In this work, an educational game to teach Arabic spelling to children is proposed. The game consists of two main parts; a robot and a desktop application. The robot is connected to the desktop application to form the complete game. Our mere focus is to develop an interactive, adaptive game to motivate students and let them interact joyfully in their environment while learning
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Dissertations / Theses on the topic "Spelling game"

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Holz, Heiko [Verfasser]. "Design, Development, and Evaluation of Research Tools for Evidence-Based Learning : A Digital Game-Based Spelling Training for German Primary School Children / Heiko Holz." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/1223451437/34.

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Du, Cloux Kim Elaine. "A guide to motivating students to twist to better spelling." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2431.

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Students learn and retain more when they enjoy the process or avenue of learning. Students have fun learning to spell when visual, auditory, and hands-on learning are included in the process. In addition, the intervention project can be used to support and assist second language learners. The benefits from this intervention project will not only strengthen students' phonemic and spelling foundation, but will also enhance their reading comprehension and writing effectiveness.
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Maragliano, Leslie. "Cast-a-spell--the "write" program for second graders in a looping class /." View abstract, 2000. http://library.ctstateu.edu/ccsu%5Ftheses/1611.html.

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Theses (M.S.)--Central Connecticut State University, 2000.<br>Thesis advisor: Margaret Ferrara. " ... in partial fulfillment of the requirement for the degree of Master of Science in Elementary Education." Includes bibliographical references (leaves 61-63).
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Huang, Wen-Feng, and 黃文鋒. "Learning Effects of English Spelling in Mahjong-Like Game Design Perspectives and Initiative Study." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64138466930325060822.

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碩士<br>國立中正大學<br>資訊工程研究所<br>102<br>Today, English has become more and more important. People know it but they often have no good ways to learn English efficiently. Worst of all, some people think that English is boring. Therefore, how to promote their interests in English learning? Game base learning is a funny method, and many researches and experiments about it had also been proved. However, we have to choose which style of the game? There are lots of English learning games on the network. For example, Scrabble is one of them and so on. Finally, we select Mahjong which is a very famous Chines
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Hsu, I. Wen, and 許宜雯. "A Study on the Effects of Game-based Phonetic Typing Instructional Strategy on Fourth Graders’ Word Reading and Spelling." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53788474872529321507.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>100<br>The Grade 1-9 Curriculum Guidelines issued by the Ministry of Education states that during the enlightenment phase of English education between Grade 3 and 4, the focus should be on improving speaking and listening abilities and phonics is one of the fundamentals to be learned. However, due to the problems of large class sizes, the mixed proficiency in classes, as well as the deficiency of teaching hours, oftentimes students’ English learning is affected. The study aimed to develop a game-based phonetic typing program with computer-assisted phonics ins
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Hawkey, EK. "He gave Rose a rose : the use of cues to capitalisation by children and adults." Thesis, 2021. https://eprints.utas.edu.au/45444/1/Hawkey_whole_thesis.pdf.

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Capitalisation is an important spelling feature, used for proper nouns and sentence-initial words, that has been neglected in previous research and theories. A new theory, Integration of Multiple Patterns (IMP; Treiman & Kessler, 2014) suggests that people make spelling decisions on the basis of converging linguistic cues. Unlike traditional theories, which focus on letter patterns and relationships, IMP applies to broader spelling functions, but has been tested only retrospectively. The current study represents the first prospective test of IMP: assessing whether capital use increases as capi
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Wang, Chin-Yu, and 王金玉. "The Effects of Board Games on Taiwanese 6th Graders’ English Spelling Ability." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/91334470475055826255.

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碩士<br>國立臺北教育大學<br>兒童英語教育學系碩士班<br>103<br>Abstract This study aims to investigate the effects of board games on English spelling ability of Taiwanese 6th graders. Forty-eight 6th graders from two classes participated in this study, one with 24 students serving as the experimental group and the other with 24 students as the control group. The board game Rummikub Word was adapted and applied to spelling practice for the experimental group while the control group adopted traditional writing drill after instructions from their English teacher. The experiment lasted for 8 weeks, with 3 periods per we
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Wu, Wen-Chi, and 吳文琪. "Effects of Digital Spelling Games on Junior High Students' English Vocabulary Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/28461115142238016038.

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碩士<br>國立臺灣師範大學<br>資訊教育學系在職進修碩士班<br>100<br>Abstract The purpose of this research was to study the English vocabulary game “Synchro” that the participants was developed for junior high school students, to understand the learning effectiveness of participants and the feeling of learning English vocabulary game after using Synchro. The participants are ninth graders of a junior high school in Taipei city, which are consisted of five hundred and fifty persons. Using convenience sampling ,ten boys and twenty one girls as a group of thirty one people were choosen as sample. The average score of parti
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Hsu, Yu-Te, and 許有德. "Design and Evaluation of English Spelling Games for Junior High Students’ Vocabulary Learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/06194814221839237935.

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碩士<br>國立臺灣師範大學<br>資訊教育學系<br>98<br>The purpose of this research is to design an English spelling game system for junior high students English vocabulary practice, to evaluate the usability of the game system, and to investigate students’ attitude of using the game system. We named this game system “Spelling Hunter”. This game system includes Synchro and EngPac. We invited 264 of grade seventh students from junior high school in Taipei to evaluate this game. First, teacher guided the students to play Synchro for 4 weeks. We obtained students’ gaming record. We modified game designs in accordance
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Lee, Chia-Hui, and 李佳蕙. "The Effectiveness of Using Table-top Games to Review EnglishVocabulary on Fourth Graders’ Spelling Ability." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/gv28eg.

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碩士<br>中華大學<br>科技管理學系<br>107<br>The study aimed to investigate the effectiveness of using table-top games on English spelling ability of Taiwanese fourth graders in New Taipei City. The quasi-experimental design was conducted for this study. There are 55 fourth graders that participated in the study with 27 students serving as experimental group, and with 28 students serving as control group. The experimental group adopted the table-top game for spelling activity, meanwhile, the control group applied the traditional writing drill practice after formal instruction. The research lasted for five
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Books on the topic "Spelling game"

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Smith, Dorothy. Spelling games and activities. Nasen, 1995.

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Leonard, Heather. Games for sight words and spelling. University of Reading, Reading &Language Information Centre, 1992.

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Diana, Bentley, Leonard Heather, and University of Reading. Reading and Language Information Centre., eds. Games for sight words and spelling. Reading & Language Information Centre, University of Reading, 1991.

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Glassman, Jackie. Play with your words: A spelling adventure. Scholastic Inc., 2001.

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(firm), Franklin Electronic Publishers. Webster's spelling corrector plus. Franklin Electronic Publishers, 2005.

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Johnson, Tadelly. Spelling Bee Test Game Grade One: Spelling Bee Test Game, Spelling Bee Test, Spelling Game, Spelling Bee Game One, Spelling Make Easy. Independently Published, 2020.

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Ujfalussy, Peter. Easy Spelling Game. Independently Published, 2018.

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Johnson, Tadelly. Spelling Bee Test Game Grade Two: Spelling Bee Test Game Grade Three; Correct Spelling in English;spelling Bee Test;spelling Bee Game; Spelling Made Easy. Independently Published, 2020.

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Johnson, Tadelly. Spelling Bee Test Game Grade Three: Spelling Bee Test Game Grade Three; Spelling Bee Test; Spelling Bee Game Grade Three; Spelling Bee Puzzles;spelling Made Easy. Independently Published, 2020.

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Ujfalussy, Peter. EASY SPELLING GAME and DICTIONARY. Independently Published, 2018.

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Book chapters on the topic "Spelling game"

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Tsai, Cheng-Yu, Jenq-Muh Hsu, Hung-Hsu Tsai, Pao-Ta Yu, and Wen-Feng Huang. "A Mahjong-Like Game of English Vocabulary Spelling." In Lecture Notes in Computer Science. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-08961-4_15.

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Liando, Nitha Vera Frelly, and Devilitio Prasetyo Tatipang. "On Looking Scrambled Game in English Spelling Teaching." In Proceedings of the Unima International Conference on Social Sciences and Humanities (UNICSSH 2022). Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-494069-35-0_77.

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Karavidas, Lampros, George Topalidis, and Grigorios Zilidis. "SkyWords: A Serious Game Τo Enhance Typing and Spelling Skills." In New Realities, Mobile Systems and Applications. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96296-8_51.

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Bakopoulos, Menelaos, and Sofia Tsekeridou. "MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04052-8_40.

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Ahmad, Ibrahim, Aza Jaiza Mohamad, Farah Farhana Roszali, and Norziah Sarudin. "DyslexiAR: Augmented Reality Game Based Learning on Reading, Spelling and Numbers for Dyslexia User’s." In Lecture Notes in Electrical Engineering. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4069-5_22.

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Fleisher, Paul. "Spelling Games." In Brain Food 100+ Games That Make Kids Think. Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-16.

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"Notes on Names and Spelling." In Playing the Marginality Game. Berghahn Books, 2019. http://dx.doi.org/10.2307/j.ctv12pnsdf.5.

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"Notes on Names and Spelling." In Playing the Marginality Game. Berghahn Books, 2022. http://dx.doi.org/10.1515/9781789201901-003.

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"Using spelling knowledge in a word game." In Contemporary Perspectives on Reading and Spelling. Routledge, 2009. http://dx.doi.org/10.4324/9780203877838-19.

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Ryabova, Marina Yu. "ANTIORPHOGRAPHY AS A GAME MODE OF VIRTUAL COMMUNICATION." In Synergy of Languages & Cultures 2023: Interdiscipilinary Studies. St Petersburg State University, 2024. http://dx.doi.org/10.21638/2782-1943.2023.21.

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The article discusses the problem of virtual or digital (electronic) communication, which is a type of natural communication carried out with the help of various technical tools and resources. The development of virtual communication had a significant impact on the modern language functioning, especially in a written form, which is reflected in the emergence of such terms as the language of the Internet, cyberlanguage, network language, computerspeak, usertalk, Cyberdeutsch, Websprache, etc. The purpose of the study is to identify and describe the characteristics of the language of virtual com
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Conference papers on the topic "Spelling game"

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Garcia, Raquel M. Crespo, Carlos Delgado Kloos, and Manuel Castro Gil. "Game based spelling learning." In 2008 IEEE Frontiers in Education Conference (FIE). IEEE, 2008. http://dx.doi.org/10.1109/fie.2008.4720619.

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Sucena, Ana, Ana Filipa Silva, Cristina Garrido, Paulo Abreu, Joao Falcao Carneiro, and Maria Teresa Restivo. "Serious Game for reading and spelling skills." In 2019 5th Experiment Conference (exp.at'19). IEEE, 2019. http://dx.doi.org/10.1109/expat.2019.8876570.

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Hsu, Chia, Yu Chen, Yu-Jung Liu, Yu-Cheng Chang, and Min-Jui Lee. "Spelland: Situated Language Learning with a Mixed-Reality Spelling Game through Everyday Objects." In CHI '23: CHI Conference on Human Factors in Computing Systems. ACM, 2023. http://dx.doi.org/10.1145/3544549.3583830.

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Hernandez-Rebollar, José Luis, Ethar Ibrahim Elsakay, and José D. Alanís-Urquieta. "AcceleSpell, a gestural interactive game to learn and practice finger spelling." In the 10th international conference. ACM Press, 2008. http://dx.doi.org/10.1145/1452392.1452428.

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Rauschenberger, Maria, Silke Fuechsel, Luz Rello, Clara Bayarri, and Azuki Gòrriz. "A Game to Target the Spelling of German Children with Dyslexia." In the 17th International ACM SIGACCESS Conference. ACM Press, 2015. http://dx.doi.org/10.1145/2700648.2811345.

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Yamato, Erick Mitisugui, Ana Grasielle Dionisio Correa, and Valeria Farinazzo Martins. "AmarganA: A spelling game of the Portuguese language for use in mobile devices." In 2017 12th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2017. http://dx.doi.org/10.23919/cisti.2017.7975675.

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Al-Razgan, Muna, and Safa Alshaarri. "Design and Development of a Mobile Spelling Game for Elementary Students Using Genetic Algorithms." In ICETC 2019: 2019 11th International Conference on Education Technology and Computers. ACM, 2019. http://dx.doi.org/10.1145/3369255.3369311.

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Vasiljevas, M., T. Gedminas, A. Sevcenko, M. Janciukas, T. Blazauskas, and R. Damasevicius. "Modelling eye fatigue in gaze spelling task." In 2016 IEEE 12th International Conference on Intelligent Computer Communication and Processing (ICCP). IEEE, 2016. http://dx.doi.org/10.1109/iccp.2016.7737129.

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Mugunthan, Tarun. "Fixing Spellings of Colloquial Words using a Crowd Based Game." In CSCW '20: Computer Supported Cooperative Work and Social Computing. ACM, 2020. http://dx.doi.org/10.1145/3406865.3418334.

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Acqualagna, Laura, Matthias Sebastian Treder, and Benjamin Blankertz. "Chroma Speller: Isotropic visual stimuli for truly gaze-independent spelling." In 2013 6th International IEEE/EMBS Conference on Neural Engineering (NER). IEEE, 2013. http://dx.doi.org/10.1109/ner.2013.6696115.

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